Armoured Dwarven Gish - Full arcane casting, Heavy Armour (3.5e Optimized Character Build)

Introduction

Goals of the build

  • Runesmith
  • Gish benchmark (4 attacks / 9th level spells at level 20)
  • No lost spell levels until level 9 spells are reached

I really like playing gish (fighter-wizard) characters, but most builds in 3.5 such as the classic Fighter 1 / Wizard x, or the Sorcadin (Paladin 2 / Sorcerer x) forces you to get your spells later than a pure wizard. Even a pure sorcerer forces you to have a one level delay. And in my experience, even one level of delay hurts a lot. At the later levels it should hurt lest, but still, having access to the spell as soon as possible does give a bit more sense of power.

Also I love the idea of casting arcane spells while being fully armoured with a weapon in hand.

So I set out to fulfil the dwarven gish build without losing out on spellcasting, and succeeded. Behold:

Flavour

If played in Faerûn, the character could be a Gold Dwarf having left the Great Rift after the Thunder blessing. Having journeyed to Calimshan, he joined the Seminarcane in hopes of becoming a Sorcerer or a Wizard, and surprised all, especially himself, when he stumbled upon the path of the Sha'ir. To tie together the background and the class, I would suggest to worship Tharmekhûl and on working to involve as much of a fire theme as possible: A fire gen, fire spells whenever possible.

As he learns the tricks of his trade, the stone and sand themselves call out to him. He gets closer to his inner stone nature, and learns to cast stronger spells in the mountains (Geomancer class levels).
However, during his advancement, he has a constant nudge in the back of his mind to become like the heroes of his childhood dreams: a Great Rift Deep Defender. The class isn't for him, but to emulate it he seeks out a number of ways. First he learns to fight against the starkest foes of any humanoid, dragon-kind, but upon learning of his own draconic blood, he decides to leave those fanatics.
In the following years he learns to parallelly strengthen his arcane and martial might, both by the occult schools of the land, and the rune based secrets of his race.

And after a while he becomes what he just dreamt of: Appearing like a Defender, maybe even fighting alongside them. While being among the mightiest spellcasters, way beyond the capabilities of a mere wizard.

gollark: Why doesn't it print such errors to the CONSOLE?
gollark: SEE?
gollark: Sometimes, when I work on Epicbot, I begin to feel like life is suffering.
gollark: Hmm, I MAY need to change my backup system utterly again.
gollark: It was quite long and most of it was unhelpful.

References

In order of appearance in the build:

Race

Class

Feats

Game Rule Components


Race

[[3e Race::Draconic Gold Dwarf or some other Dwarven options, see Variants]]

Table: Starting Attributes
32 pts buy
AttributeUnmodifiedModifiedBonus
Strength1214+2
Dexterity1513+1
Constitution1216+3
Intelligence1414+2
Wisdom88-1
Charisma1618+4

Intelligence has to be at least 14, dexterity at least 13 for the build to work. For the remaining attributes, Charisma is the most important, then the gish stats of Constitution and Strength. Wisdom is there to be dumped.

From the racial traits, the ones we will be building upon are:

  • Armoured Movement
  • Weapon Familiarity

The template causes a +1 LA which should be bought back by level 3.

Progression

In the end, you will be a 3e Final Class Progression::Sha'ir 4 / Geomancer 4 / Dragonslayer 1 / Runesmith 2 / Abjurant champion 5 / Spell Sword 4. However, there are two ways to reach that goal, as follows:

"Core" - with no free feat tricks

ECL Class level BAB Saving Throws Feats Class
Features
AC Base Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1stSha'ir 1+0+0+0+2Academy graduate (Diplomacy,
Knowledge (Nature) & (Nobility))
Summon Gen familiar2042
2ndSha'ir 2+1+0+0+32053
3rdSha'ir 3+1+1+1+3DodgeRecognize genie works20531
4thSha'ir 4+2+1+1+420543
5thGeomancer 1+2+3+1+6Drift 1, Spell versatility 0205431
6thGeomancer 2+3+4+1+7Iron willDrift 1, Spell versatility 1205443
7thGeomancer 3+4+4+2+7Drift 2, Spell versatility 22055431
8thGeomancer 4+5+5+2+8Drift 2, Spell versatility 32055443
9thDragon Slayer 1+6/+1+7+2+10Combat CastingAura of Courage, Damage Bonus,
Proficiency with Weapons & Armours
20555431
10thAbjurant Champion 1+7/+2+7+2+12Abjurant Armour, extended abjuration21555443
11thAbjurant Champion 2+8/+3+7+2+13Swift abjuration225555431
12thAbjurant Champion 3+9/+4+8+3+13Scribe Scroll235555443
13thRunesmith 1+9/+4+10+3+15Rune Magic3755555431
14thAbjurant Champion 4+10/+5+10+3+16Arcane boost4155555443
15thAbjurant Champion 5+11/+6/+1+10+3+16Arcane StrikeMartial Arcanist45555555431
16thRunesmith 2+12/+7/+2+11+3+17Stonecraft expertise49555555443
17thSpell Sword 1+13/+8/+3+13+3+19Ignore ASF 10%495555555431
18thSpell Sword 2+14/+9/+4+14+3+20Practiced Spellcaster
Extend Spell
495555555431
19thSpell Sword 3+15/+10/+5+14+4+20Ignore ASF 15%495555555443
20thSpell Sword 4+16/+11/+6/+1+15+4+21Channel spell 3/day495555555443

"Fury of Tharmekhûl" - with free feat shenanigans

ECL Class level BAB Saving Throws Feats Class
Features
AC Base Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1stSha'ir 1+0+0+0+2Academy graduate (Diplomacy,
Knowledge (Nature) & (Religion))
Dodge, Innattentive
Combat Casting, Shaky
Summon Gen familiar2042
2ndSha'ir 2+1+0+0+32053
3rdSha'ir 3+1+1+1+3Arcane MasteryRecognize genie works20531
4thSha'ir 4+2+1+1+420543
5thGeomancer 1+2+3+1+6Drift 1, Spell versatility 0205431
6thGeomancer 2+3+4+1+7Extend spellDrift 1, Spell versatility 1205443
7thGeomancer 3+4+4+2+7Drift 2, Spell versatility 22055431
8thGeomancer 4+5+5+2+8Iron Will*, Scribe Scroll*Drift 2, Spell versatility 32055443
9thDragon Slayer 1+6/+1+7+2+10Dwarven Armour ProficiencyAura of Courage, Damage Bonus,
Proficiency with Weapons & Armours
20555431
10thRunesmith 1+6/+1+9+2+12Rune Magic20555443
11thAbjurant Champion 1+7/+2+9+2+14Abjurant Armour, extended abjuration315555431
12thAbjurant Champion 2+8/+3+9+2+15Arcane StrikeSwift abjuration355555443
13thAbjurant Champion 3+9/+4+10+3+153855555431
14thAbjurant Champion 4+10/+5+10+3+16Arcane boost4255555443
15thAbjurant Champion 5+11/+6/+1+10+3+16Heavy Armour OptimisationMartial Arcanist47555555431
16thRunesmith 2+12/+7/+2+11+3+17Stonecraft expertise51555555443
17thSpell Sword 1+13/+8/+3+13+3+19Ignore ASF 10%515555555431
18thSpell Sword 2+14/+9/+4+14+3+20Practiced Spellcaster, Greater
Heavy Armour Optimisation
525555555431
19thSpell Sword 3+15/+10/+5+14+4+20Ignore ASF 15%525555555443
20thSpell Sword 4+16/+11/+6/+1+15+4+21Channel spell 3/day525555555443


Free feats

  • At level 1, the build recieves the two extra feats from two flaws.
  • Ironwill can be gained from Otyugh Hole for 3000 gp.
  • Scribe scroll can be gained from the Herewards Hall adaption, or from a Domain Draught: Rune Domain for one day. You won't be scribing runes... your Gen will.

Skills

Though this build has 4-6 skill points per level and a number of skills to spend on, it is nowhere near a skill monkey. The skill fall generally in three categories:

Skills needed for magic

  • Diplomacy - You need this to cast spells. Always have it at the rank required to reach all spells (even divine ones) with a take 10 if possible.
  • Concentration - You are a melee caster. Max it.
  • Spellcraft - It is possibly more important to you than to other casters: you almost learn spells if you succeed.

Skills needed for prestige classes

  • Concentration - 5 ranks for Runesmith
  • Craft (Stoneworking) - 8 ranks for Runesmith
  • Knowledge (Arcana) - 6 ranks for Geomancer
  • Knowledge (Nature) - 6 ranks for Geomancer
  • Tumble - 2 ranks for Dragon Slayer

I have bolded these below

Skills needed to buff Diplomacy

  • Bluff
  • Knowledge (Nobility)
  • Sense Motive

These are necessary for synergy to quickly reach the take 10 limit for divine spells of the maximum level you can cast.
I have bolded these below

"Core"

ECL Class level Bluff Concen-
tration
Craft Diplomacy Knowledge Spellcraft Tumble
ArcanaNatureNobility
1stSha'ir 141443
2ndSha'ir 25255
3rdSha'ir 363
4thSha'ir 466
5thGeomancer 184
6thGeomancer 23395
7thGeomancer 35610
8thGeomancer 482
9thDragon Slayer 1115
10thAbjurant Champion 166
11thAbjurant Champion 288
12thAbjurant Champion 31010
13thRunesmith 1111311
14thAbjurant Champion 41313
15thAbjurant Champion 5141514
16thRunesmith 21616
17thSpell Sword 1181617
18thSpell Sword 22019
19thSpell Sword 32221
20thSpell Sword 42323

"Fury of Tharmekhûl"

ECL Class level Bluff Concen-
tration
Craft Diplomacy Knowledge Sense
Motive
Spellcraft Tumble
ArcanaNatureReligion
1stSha'ir 144431
2ndSha'ir 2555
3rdSha'ir 363
4thSha'ir 456
5thGeomancer 184
6thGeomancer 255
7thGeomancer 322
8thGeomancer 48
9thDragon Slayer 195
10thRunesmith 19
11thAbjurant Champion 110116
12thAbjurant Champion 2128
13thAbjurant Champion 314
14thAbjurant Champion 41610
15thAbjurant Champion 518
16thRunesmith 21913
17thSpell Sword 12015
18thSpell Sword 22118
19thSpell Sword 32221
20thSpell Sword 42323

Knowledge (Religion) was chosen for level 21. See details in the Epic Levels section.

Drifts

  1. Flowers wilt at your touch (you are dwarf and fire incarnate after all)
  2. Leopard spots appear on your body (the least meh option. Nothing a bit of creative tatoo art can't solve)
  3. You become as comely as a dryad (+4 on Diplomacy) (And now all your divine spells are available on a take 10!)
  4. You are now swift as an elk (+5 feet land speed) (What is that little ball of steel rushing towards us faster than the barbarians and flicking fireballs? - base speed of 25 in heavy armour. Combine with the Quick Trait for even more giggles.)

Items

In the AC column I assumed that the character is saving up and then spending every penny for AC. The gold I based this on is the guidance for character wealth in DMG. The items the character receives are:

  • Oerthblood Starmetal Dwarvencraft Dwarven Battleplate with Ysgardian Heartwire +0 → +5
  • Oerthblood Starmetal Dwarvencraft Dwarven Waraxe of Defense +1 → +5
  • Ring of Protection +1 → +5
  • Amulet of Natural Armour +1 → +5

If only the Core build is used, the Battleplate must be changed to full plate. Just 3 points of armour in the end, but thematically hurts.

The AC reflects the price availability of these items, starting with the Plate, and continuing with the cheapest way to add +1 at any moment.

ECL Armour Ring Amulet Weapon Total
ACGold Value
11thOerthblood Starmetal Dwarvencraft Dwarven Battleplate with Ysgardian Heartwire +3Ring of Protection +1Amulet of Natural Armour +11462 300
12thOerthblood Starmetal Dwarvencraft Dwarven Battleplate with Ysgardian Heartwire +4Ring of Protection +2Amulet of Natural Armour +21781 300
13thOerthblood Starmetal Dwarvencraft Dwarven Battleplate with Ysgardian Heartwire +5Amulet of Natural Armour +319100 300
14thRing of Protection +4Amulet of Natural Armour +421138 300
15thRing of Protection +5Amulet of Natural Armour +5Oerthblood Starmetal Dwarvencraft Dwarven Waraxe of Defense +125193 630
16thOerthblood Starmetal Dwarvencraft Dwarven Waraxe of Defense +529257 630

Variants

Race

Outside of Faerûn, use Dream Dwarf or Desert Dwarf instead of Gold Dwarf.

Or any dwarven race without negative modifier to charisma is fine.

Classes

Sadly, there's very little option for slightly modifying the build. The best you could do, is give up Spellsword 2-4 for Eldritch Knight 1-3. You would gain an extra level 7th and 9th spell per day, but lose spell channeling. I don't feel it's worth it.

Gish base

The first 9 levels of the build is an astonishing Arcane Gish Chassis.

Sha'ir 4 / Geomancer 4 / Dragon Slayer 1 gets you by level 9 a BAB of 6, proficiency in all simple and martial weapons, all armour, shields, even tower shields, without losing spell levels compared to a specialist wizard, while giving access to all sorcerer or wizard spells and 9 domains of divine spells. Cast with your charisma.

Any classic gish build can be improved upon by this chassis.

Epic Levels

With our 16 BAB / four attacks reached, we can finally focus on more important stuff then number of attacks.

At level 21 with the Fury of Tharmekhûl build, you could grab Geomancer, spend 4 points onto Knowledge Religion and obtain the feat Arcane Disciple (War). This is thematically very fitting, and would allow you to cast Divine Power, possibly even using your charisma, however RAW isn't that clear on this. And there's not much point to it at this level anyhow.

After that, I would just finish off first the Runesmith levels for the capstone ability and daily 2 uses of limited wish for no XP. Then head of the weird route of the geomancer and collect all the drifts. In the end you would have eyes like owl, eyes like eagle, have a boars ferocity, could pounce like a leopard, move like a cheetah and be graceful as a pixie. Without any further horrible visible alterations.

And for level 30, finish it off with Spell sword.

Highlights

To be honest, the best thing about the build is playing a Sha'ir.

  • Do you want to be a prepared arcane caster? Sure.
  • Do you want to change your spells during the day? Sure.
  • Do you want to have access to all arcane spells? Sure.
  • Do you want to have the number of spells per day as a specialist wizard? Sure.
  • Do you want to have access to divine spells? Well, we can get 9 domains for you.

Go read the handbook.

Play style

3e Summary::In the first half of the build, a quasi-prepared pure caster, from the second half you are a rushing metal bulwark of arcane death without losing a single caster level before level 9 spells.

In the beginning you have some fun tricks beyond a wizard. Later your trusty dwarven waraxe in one hand, runes in the other, and a shield spell protecting you even beyond your beloved plate.

Weaknesses

Well, that reflex save will hurt. And you don't have touch AC to speak of.


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